Maybeboard


This deck is attempting to use a combination of flash and free spells to create incremental value and beat your opponents with none stop spell slinging.

Every card is helping you to cast more and with only 8 cards under 3 mana there may be a chance to use Keruga, the Macrosage as your companion.

Overall I love this color pairing and would love to see this deck evolve just please comment suggestions so that we can bring this deck to the next level. =D

This deck look rather hard to cast multiple spells in a turn due to their high converted mana costs, but almost every spell in the entire deck helps you cast other spells some of my favorite card that do this include

Rashmi, Eternities Crafter Her trigger is will activate on your opponnents turns as well with is one of the reasons that the flash enablers are in the deck the other being Wilderness Reclamation and Wilderness Reclamation

Unexpected Results: I've tried this card in other simic decks before and it never quite made the cut, but in this deck the fact that it costs 4 means you can cast it the turn before you cast pako and it will ramp you, give you card advantage, or advance your game plan almost everytime due to how this deck was built. I never feel bad hitting a land with this eigther because 4 mana for one land in this deck isn't out of common place.

Sunbird's Invocation: I have never made a deck more suited for a card like sunbird's. The high mana costs of our cards help protects against whiffing and tacking on a ramp spell to a bloodbraid elf which cascades into a a wheel of fate feels so fantastic.

I also wanted to talk about suspend cards like deck:wheel of fate. Normally you cannot cast this card without suspending them, but if a card let you cast it without paying its mana cost you wont need to suspend it. i.e. Baral's Expertise, Galvanoth, Sunbird's Invocation, Unexpected Results, Possibility Storm, Shardless Agent, Electrodominance and others.

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When playing I find it useful to think of the of the deck in 2 parts. Their is your main game plan of throwing down threats from your deck and when you run out of gas that is the time for your Pako. Haldan will generally act as an extra creature when you need it or something you can cast if you have extra mana, but the commanders really act independently to the rest of the deck giving you gas when you really shouldn't have it. Thinking about the deck in this way allows each part to cover the weaknesses of the other.

The main deck can sometime flood out due to the amount of ramp and lands in the deck. normally that would be a bad thing for most decks with the exception of decks that rely souly on the commander for value. This deck can operate as a pure ramp deck with these commanders because of Pako and Haldan's inherit card advantage.

The main weakness of your commander's is how mana intensive they are to get value off of. 5 mana for pako and 3 for hadan means your probably not going to be able to play any of your opponents spells the turn they come down and heaven forbid they end up killing one of them before the turn order comes back to you. It just doesn't feel good to do nothing for the first 5 turns then play your commanders just to have them blown up. That where the rest of your deck comes into play. Card like rashmi, sunbird's, bloodbraid elf, and others provide you with strong board states that tempt your opponents to remove them which free's up the board for your commanders. In a perfect world you don't even need your commander's to win, but having such a clear plan B feels great.

The main win conditions and lack of removal is what makes this deck casual, but the joy this deck can bring to the pilot is immense. Our current win conditions involve commander damage, out valuing our opponents and repeatedly swinging, and finally using your opponents spells to win the game. Now when I first built the deck I wanted that final wincon to be the main one, but I quickly realized that controlling the top of your opponents library in order swing in with Pako is very fragile and hard to assemble. I don't think these commander benefit enough from support from the deck to justify building the deck around them.

Exception being Pako voltron which I think could be really really strong.

Building a good Temur deck and them having them pilot it helps bring out the most of both the decks and the commanders and that's what I settled on. Please let me know if you have any suggestions I'm always looking to improve this deck. Thank you =D

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99% Casual

Competitive

Date added 4 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

35 - 0 Rares

18 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 4.20
Tokens Copy Clone, Morph 2/2 C, Rhino 4/4 G, Spirit 2/2 C
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